Interactive exchange qualification game

ABSTRACT

An interactive exchange qualification card game designed to encourage social interaction among all players in a group. Any reasonable number of players may participate in the game. In the first mode of play, each player begins with a predetermined number of like cards and collects the same number of different cards from the other players by means of an exchange of cards. All players with appropriate collections at the end of the game qualify for a reward as determined by a game controller. If the number of rewards is limited, and all players do not get a reward, secretly coded cards are selected, and players with the secret cards and the appropriate collection qualify for a reward as determined by the game controller. If a player has an incomplete collection at the end of the exchange phase of the game, the game controller determines the qualification of the player to receive a reward and the type of reward the player is to receive. In another mode of play, each player begins with a predetermined number of different cards and collects the same number of like cards from the other players by means of an exchange of cards. The game controller is required to specify which particular card each player may collect when the playing cards are initially distributed, otherwise multiple players might decide to collect the same, thereby competing, cards. The use of secretly coded cards and the manner of winning are the same as in the first mode.

CROSS REFERENCE TO A RELATED APPLICATION

[0001] This application claims the benefit of U.S. ProvisionalApplication No. 60/342,244; Dec. 27, 2001.

[0002] The present invention relates to an interactive exchangequalification card game.

BACKGROUND OF THE INVENTION

[0003] 1. Field of the Invention

[0004] The present invention relates to an interactive exchangequalification card game where the object is to exchange certain cards tocomplete a predefined collection and thereby qualify for a reward orprivilege, or optionally to extend the game by using certain of thecards which are secretly coded to qualify for a special reward orprivilege as determined by a game controller. An example of the field ofinvention is an event where T-shirts are given as a promotion. Withoutthe game, T-shirts would be given to everyone who attends the event.With the game, everyone interacts, collects the appropriate cards andhands in the collection to receive a T-shirt.

[0005] 2. Description of the Related Art

[0006] U.S. Pat. No. 4,437,670 to Simon has players bidding for cardswith tokens. U.S. Pat. No. 5,201,525 to Castro converts trading cardsinto two sets of playing cards and players try to win cards fromopponents. U.S. Pat. No. 5,863,040 to Van Gass uses abstract markings oncards and players must select non-matching pairs according to certainrules. U.S. Pat. No. 6,142,475 to Hennessey suggests 3 to 6 players andrecites that larger groups require additional decks with no insightregarding the upper limit of players. Players in this game adoptfictitious roles, select from four piles of value-set cards and play forpoints.

[0007] None of the above inventions and patents, taken singly or incombination, are seen to describe the instant invention as claimed.

BRIEF SUMMARY OF THE INVENTION

[0008] An object of the present invention is to provide an interactiveexchange qualification card game that is designed to encourage socialinteraction among all players in a group. Any reasonable number ofplayers may participate in the game. In the first preferred embodimentor mode of play, each player begins with a predetermined number of likecards and collects the same number of different cards from the otherplayers by means of an exchange of cards. All players with appropriatecollections at the end of the game qualify for a reward as determined bya game controller. If the number of rewards is limited, and all playersdo not get a reward, secretly coded cards are selected, and players withthe secret cards and the appropriate collection qualify for a reward asdetermined by the game controller. If a player has an incompletecollection at the end of the exchange phase of the game, the gamecontroller determines the qualification of the player to receive areward and the type of reward the player is to receive. In the secondembodiment or mode of play, each player begins with a predeterminednumber of different cards and collects the same number of like cardsfrom the other players by means of an exchange of cards. The gamecontroller is required to specify which particular card each player maycollect when the playing cards are initially distributed, otherwisemultiple players may decide to collect the same, thereby competing,cards. The use of secretly coded cards and the manner of winning are thesame as in the first embodiment or mode.

[0009] Accordingly, there are three ways to qualify for rewards orprivileges: (1) everyone with the complete collection of appropriatecards may win; (2) only those with a complete collection of appropriatecards and the secretly coded card may win; and (3) a player with anincomplete collection and a secretly coded card may also qualify for aprize as determined by the game controller.

BRIEF DESCRIPTION OF THE DRAWINGS

[0010]FIG. 1 is a representation of the card objects at the start of thegame, in accordance with the first mode of play as defined by thepresent invention.

[0011]FIG. 2 is an illustration of the exchange of needed cards betweenPLAYERs 1 and 2.

[0012]FIG. 3 is an illustration of the exchange of needed cards betweenPLAYERs 1 and 3.

[0013]FIG. 4 is a representation of the card objects at the end of theexchange process of the first mode of play.

[0014]FIG. 5 is a representation of the card objects for a rewardpresentation at the end of the first mode of play.

[0015]FIG. 6 is a representation of the card objects for a rewardpresentation at the end of the optional extended phase of the first modeof play.

[0016]FIG. 7 is a representation of the card objects at the start of thegame, in accordance with the second mode of play.

[0017]FIG. 8 is a representation of card objects at the end of theexchange of the second mode of play.

DETAILED DESCRIPTION OF THE INVENTION

[0018]FIG. 1 is an illustration of a representation of the card objectsat the start or beginning of the game, in accordance with the first modeof play. PLAYERs 1, 2, 3, 4, 5, and “n” hold five like symbol cards.

[0019]FIG. 2 is an illustration of the exchange of needed cards betweenPLAYERs 1 and 2. In the BEFORE phase, PLAYERs 1 and 2 hold like symbolcards. In the EXCHANGE phase, the players exchange CARDs A and B. In theAFTER phase, PLAYERs 1 and 2 hold 4 like symbol cards and 1 differentsymbol card.

[0020]FIG. 3 is an illustration of the exchange of needed cards betweenPLAYERS 1 and 3. In the BEFORE phase, PLAYERs 1 and 3 hold five likesymbol cards. In the EXCHANGE phase, the players exchange CARDs A and C.In the AFTER phase, PLAYERs 1 and 3 hold 4 like symbol cards and 1different symbol card.

[0021]FIG. 4 is a representation of the card objects at the end of theexchange process of the first mode of play. In this mode, each playerbegins with a predetermined number of cards bearing a distinctive symbolwhich are different from the other players' collections. Each playerexchanges the same number of cards from each of the other players'collections.

[0022]FIG. 5 is a representation of the card objects for a rewardpresentation at the end of the first mode of play. Each hand of theplayers is respectively shown holding a like symbol collection. All ofthe players are entitled to receive a “REWARD” from the game controller.

[0023]FIG. 6 is a representation of the card objects for a rewardpresentation at the end of the optional extended phase of the first modeof play. In this phase, each player begins with a predetermined numberof cards bearing a distinctive symbol which are different from the otherplayers' collections. However, in this phase, one or more of the cardsare marked with a secret coded symbol. As shown in FIG. 6, this secretcoded symbol is an * (asterisk). In this phase, each player withappropriate collection having a secret coded card may qualify for a“special” reward as determined by a game controller. Thus, this phaseconstitutes a continuation of play of the first mode with the exceptionof the substituted secret coded card or cards. Specifically, PLAYER 2 isshown holding the secretly coded card, CARD B*. Player 2 is entitled toreceive the “SPECIAL REWARD” from the game controller. FIG. 7 is arepresentation of the card objects at the start of the game, inaccordance with the second mode of play. FIG. 8 is a mode of play. FIG.8 is a representation of card objects at the end of the exchange of thesecond mode of play.

[0024] Accordingly, the present invention constitutes a method forplaying an interactive exchange qualification card game in which anyreasonable number of players may participate, that comprises thefollowing steps:

[0025] (1) in the first mode of play:

[0026] (a) each player begins with a predetermined number of like cardsand collects the same number of different cards from the other playersby means of an exchange of cards;

[0027] (b) all players with appropriate collections at the end of thegame qualify for a reward as determined by a game controller;

[0028] (c) if the number of rewards is limited, and all players do notget a reward, secretly coded cards are then selected, and players withthe secret cards and the appropriate collection qualify for a reward asdetermined by the game controller;

[0029] (d) if a player has an incomplete collection at the end of theexchange phase of the game, the game controller determines thequalification of the player to receive a reward and the type of rewardthe player is to receive;

[0030] (2) in the second mode of play:

[0031] (a) each player begins with a predetermined number of differentcards and collects the same number of like cards from the other playersby means of an exchange of cards;

[0032] (b) the game controller is required to specify which particularcard each player may collect when the playing cards are initiallydistributed, otherwise multiple players may decide to collect the same,thereby competing, cards;

[0033] (c) the use of secretly coded cards and the manner of winning arethe same as in the first mode. There are three ways to qualify forrewards or privileges: (1) everyone with the complete collection ofappropriate cards may win; (2) only those with a complete collection ofappropriate cards and the secretly coded card may win as determined bythe game controller; and (3) a player with an incomplete collection anda secretly coded card may also qualify for a prize as determined by thegame controller.

[0034] In summary, the present invention provides two modes for playingan interactive exchange qualification game.

[0035] In the first mode: start same/collect different

[0036] In the second mode: start different/collect same In both modesthe game has two pathways to a reward.

[0037] In the first pathway: appropriate collection/receive reward

[0038] In the second pathway: appropriate collection/secret card/receivereward

[0039] If everyone is to receive a reward, the first pathway is used, asin the case of the T-shirt handout, a popular promotion gimmick. If onlya limited number of rewards are available, the second pathway is used.It is possible for all cards to be secretly coded to foil any attemptsto hoard prize cards by repeat players (for example, at a social club).Accordingly, a person may play with a secretly coded card, but it willnot be relevant because the game being played is the first pathway ofeither the first or second mode.

[0040] The matter of an incomplete collection must be considered.Depending on the number of players, there may not be a “clean” number ofexchanges. Everyone may not be able to complete a collection because ofan odd number of players or some players may drop out of the game, butthe secret cards are still in play. In such cases, the game controllerdecides what will happen. The object of the game is to get the completecollection of cards; if a player cannot do that for any reason, the gamecontroller has the option to determine rewards depending on thesituation.

[0041] Large groups of people attending an event generally do so withoutany direct social interaction with each other. In order to encouragepersonal interaction, this invention provides a means for individuals tointeract with each other in order to collect cards; for example, collectdifferent pictures or phrases on one side making up a predefinedcollection, which is revealed to all players at the start. A completecollection can then qualify the holder to receive an announced rewardsuch as a prize, gift, discount, privilege or premium item. The front orback of one or more cards can be secretly coded or marked as qualifyingfor a special reward. The game is particularly designed to encouragesocial interaction among all players in a group.

[0042] The game has been described as using playing cards, but thesubstitution of other objects/items for the cards are within the scopeof the invention.

[0043] The present invention constitutes a method for playing aninteractive exchange qualification card game that comprises a number ofsteps. Also, the present invention constitutes a combination of theabove method steps.

[0044] While it has been shown and described several embodiment or modesof the present invention, it is to be understood that it is subject tomany modifications without departing from the spirit and scope of theclaims.

What is claimed is:
 1. A method for playing an interactive exchangequalification card game in which any reasonable number of players mayparticipate, that comprises the following steps: (1) in the first modeof play: (a) each player begins with a predetermined number of likecards and collecting the same number of different cards from the otherplayers by means of an exchange of cards; (b) all players withappropriate collections at the end of the game qualify for a reward asdetermined by a game controller; (c) if the number of rewards islimited, and all players do not get a reward, secretly coded cards arethen selected, and players with the secret cards and the appropriatecollection qualifying for a reward as determined by the game controller;(d) if a player has an incomplete collection at the end of the exchangephase of the game, the game controller determines the qualification ofthe player to receive a reward and the type of reward the player is toreceive; (2) in the second mode of play: (a) each player begins with apredetermined number of different cards and collects the same number oflike cards from the other players by means of an exchange of cards; (b)the game controller is required to specify which particular card eachplayer may collect when the playing cards are initially distributed,otherwise multiple players may decide to collect the same, therebycompeting, cards; (c) the use of secretly coded cards and the manner ofwinning are the same as in the first mode.
 2. An interactive exchangequalification card game in which any reasonable number of players mayparticipate, that comprises the following steps: (1) in the first modeof play: (a) each player begins with a predetermined number of likecards and collects the same number of different cards from the otherplayers by means of an exchange of cards; (b) all players withappropriate collections at the end of the game qualify for a reward asdetermined by a game controller; (c) if the number of rewards islimited, and all players do not get a reward, secretly coded cards arethen selected, and players with the secret cards and the appropriatecollection qualify for a reward as determined by the game controller;(d) if a player has an incomplete collection at the end of the exchangephase of the game, the game controller determines the qualification ofthe player to receive a reward and the type of reward the player is toreceive; (2) in the second mode of play: (a) each player begins with apredetermined number of different cards and collects the same number oflike cards from the other players by means of an exchange of cards; (b)the game controller is required to specify which particular card eachplayer may collect when the playing cards are initially distributed,otherwise multiple players may decide to collect the same, therebycompeting, cards; (c) the use of secretly coded cards and the manner ofwinning are the same as in the first mode.